Sonic 3C 0408 discussion

To get back on topic for this thread.. I'm not sure if it was noted or not, but when playing Hydrocity Act 1 and the at the miniboss, let the drowning timer start and and then jump out of the water, and you will have music from S&K.

To get back on topic for this thread.. I'm not sure if it was noted or not, but when playing Hydrocity Act 1 and the at the miniboss, let the drowning timer start and and then jump out of the water, and you will have music from S&K.

To get back on topic for this thread.. I'm not sure if it was noted or not, but when playing Hydrocity Act 1 and the at the miniboss, let the drowning timer start and and then jump out of the water, and you will have music from S&K.

As far as resolution goes, if I can add to the off-topic debate: one thing to keep in mind is that not everyone's browser window is the size of their screen! I run at 1680x1050, but my browser's viewable area is something like 900x840 so that I can see other application windows without too much overlapping.

Hey, let's resurrect this thread from the dead (has it really only been 9 years?).

Mentioned a while a go, this build of the game has an interesting TRAP15 interrupt routine that goes unused. Back in 2008, I don't think we knew as much about Sonic 3 than we do now so the functionality of the routine itself was partially covered in mystery. The routine basically consists of a simple function that uses a gigantic table of common routines to jump to for debugging. There's some unused code following this routine that I'm not sure what the purpose is, but maybe you can figure it out.

This code still exists in Sonic 3 stand alone, but it's lacking the massive subroutine table (it just jumps straight to the Sonic 3 equivalent to 0x5B5A2). There's still a few subroutines I couldn't identify, but hopefully the purpose of these routines are a bit clearer now. In both this prototype and Sonic 3 stand alone, all of this appears after the Nemesis archive containing the Sonic 3 End Credit graphics (ArtNem_S3EndingGraphics) and before the code for Obj_86. None of this appears in Sonic & Knuckles.

While on the subject of 408, there's some massive sections of unused data in the ROM that seem to be repeats of tiles for Knuckles and some other weird data around 895EE-C719B (right after the debug tables and right before sound stuff begins), 1FF098-27FFFA, and 2CD8D4-2FFFFA. Does anyone wanna take a look?

Since there's absolutely nothing left except the trap handler in Sonic 3, it just leads to.... broken code of the giant Sonic object from the SEGA screen in Sonic 2. Which is also seen above in 408, unsurprisingly.

All the instructions necessary to load the scale data were removed, but the most interesting thing about this iteration of the object is that it was coded at a time where addressed objects were completely implemented, but it was still using the old subtype data system, making this one of the earliest leftovers. Along with that unused Knuckles signpost art...

I'm guessing that it was pretty late when they removed a bunch of the leftovers.

P.S.: Natsumi did all the back work for this months ago for analyzing what the trap handler does. Sorry chump, but hey, you did a good job on the work!